[Research] Markers and trinkets!
Hey friends!
I hope you are having a nice february
Today I come with some questions for research, so let’s get to it!
First, would you like to have quest markers?
Whenever a character has a quest (or some special dialogue) for you, it will have a ! above their head. Kind of how it works in wow or most other mmos.
On one hand it is very convenient, you automatically know when new stuff is ready and who to talk to. On the other hand, it is a bit immersion breaking, and more game-y. So I’m not really sure which way to go, and I would like to have your opinion regarding this
Second topic: Cursed trinkets!
A bunch of new trinkets will be added to the game, these trinkets will give bigger buffs than the other trinkets, but also, will give heavy debuffs.
So for example if a base trinket would have a +20% effect at max quality, a cursed trinket may have a +30/35% effect, but give you a negative effect to something else (-10/-15%)
I could also use this to explore more powerful effects on specific triggers, both for buffs and debuffs. (Like a +30% passive to something, but get a huge debuff on a specific condition)
Note: As with all the equipment you know what it does before equiping it, these are not the "hardcore" type of cursed trinkets... Tho, now that that I think about it...
and lastly, I would like to know, how do you feel about the difficulty of the game currently?
Option A would be that you feel the game is easy on easy, has a decent challenge on normal, and is a bit hard (but not frustrating) on hard.
Option B would be that the game feels too hard, at all difficulty levels
Option C would be that the game feels too easy, at all difficulty levels
Option D would be that different difficulties doesn’t feel too different, so easy difficulty would need to be easier, and hard difficulty would need to be harder
And that’s all for today!
We are working very hard to bring new stuff for next, so I will be back soon with more news!
Cheers!
Comments (19)
I'm late to this post but Quest Markers would be fine if A : they are optional and B : they are done in a very minimalist way so they don't smack you upside the head like all this insufferable yellow paint crap in modern games which is essentially saying OVER HERE YOU FUCKING NUMPTY. Trinkets with more powerful effects but negative effects sounds fantastic honestly and I would definitely like to (though it's not essential) have some trinkets that could maybe drop off enemies randomly (or still just picked up/looted from chests if that's just simpler) that do have some hidden effects. Hell I'd be okay with trinkets that have big negatives like Always Aroused/Lustful Arousal or No Charm Resistance or Always Free Use and those ones could have some pretty significant Positives as compensation like Always Free Use but Extra Speed & Grapple Power or Big Negatives with the upside being an Elite Enemy Buff like the Increased Arousal Power, these could even be dropped EXCLUSIVELY by Hard Mode Versions of Elites, would give more reason to fight the Hard Mode Versions.
I want to add new foursome. It will definitely be more interesting
Those flashing quest markers are breaking the immersion. A note that appears in your journal from chatter or reading some text while exploring would be more immersive. Like, "Hey, I wonder if XY knows more about this or that"
I avoid items that adds negatives in almost all games unless the positive is overwhelmingly ridiculous higher than the negative. So for me it would merely be clutter to sell off at the trader and muddy the pool of useful loot finds. If quest markers where an option I could turn on and off I probably would use both; turning it one for a short bit to see if someone needs something then turn it off again. And yes; I have the habbit of eating the cakes I have since what was the point to getting them in the first place :P
I like the difficulty how it is. But I go solo with no party, which makes the game fun and challenging.
The game is too easy and lacks difficulty. One can pass it without even using their brain.
I like the idea of a cursed trinket! Especially one with a trigger-able curse... everything is fine until a certain event triggers it. Triggers might include: entering combat winning combat starting sex encounter winning sex 'combat' being hit (not just targeted but dodged) by a specific spell/attack Falling to a certain health/willpower level being bound / restrained Possible effects and/or curses: being freed from a restraint (not a curse, obviously) talent effectiveness increased/decreased become aroused / charmed minimum pleasure level (always start off at half, etc.) Loss of health / willpower increased or reduced stripped and unable to redress untill return to home base increased ero power but decreased resistance swap combat power / ero power / physical defense / ero defense Another thing would be have the curse part never the same - one game / time you find / buy a certain trinket it has the same visible / obvious power, but the triggered condion and effect are randomed. Maybe have a way to (for a certain amount... or certain favors) one of the sorceress could 're-initialize' the trinket which would re-random the condition and effect.
Not so much the quest giver/target markers, but I would much rather have a general Map Marker (i.e. I select the quest I am working on, and the game marks which exit of the map/compass I am on to get - eventually - to the map I need...); at that point I can find it.
For me the most difficult thing in the game is finding where to go or do next.
Just having the quest tell you which npc to go to etc seems like the best option. Maybe in the quest journal it gives a hit or something about what to do next to progress the main story. That way you only see it when interacting with the menus. (The game like parts) elements)
Just a strange idea... why not let the player decide what kind fo trinkets there should be as an option in the game settings?
could make the cursed trinkets apply a debuff to something but then a buff to something else?
harder diff. i mean after some lvl up(and mix builds) you go and destroy everything . interest only in quest line but after this you need just go and loose to have some fun . or make traps harder. and as for me bondage build is broken after 4+ device on every enemy include(elite and boss) you got beating beg with ton of hp and zero interaction (exept sex of course).
Unrelated, but thank you for making the poll still available to us that are subbed on SS but not here
Combat talents should also come with more negative effects. Since there are too few negative effects at present, more should be added. For example, the effect of certain binding items on players could be increased by 100%, or their trigger chance doubled; the debuff effects from stepping on traps could be strengthened by 3–5 times, making combat more tense and thrilling.
Harder difficulty is really needed, I only get molested if I lose on purpose x_x
Silver Raki and Zjoee both made the good suggestion to make Quest Markers ("!") a setting that can be turned off, which I was going to suggest. I also like the idea of Cursed Trinkets and and Gear, but how hard would it be to get rid of the item or the curse on it (if the latter is even possible)? If it was as easy to deal with as choosing a skill that provides a disadvantage along with its advantage (like in Hidden Desires: "All the damage you deal is increased by 30%, however whenever someone puts a restraint on you, your Escape power and Damage done is reduced by 5% for 30 seconds"), then it's a simple matter of de-equipping the trinket in favor of another. But if de-equipping a cursed item was more difficult (like it used to be in the old Dungeons and Dragons games), meaning you'd have to carry the disadvantage around with you for a while until you acquired the means to remove it (such as a specific, semi-random quest), that might be more interesting and cool. If that is what you are referring to with "hardcore cursed trinkets," then I'd add my vote for that option.
Regarding Quest Markers, I personally would like quest markers/icons BUT I do understand some might find it immersion breaking or just make the game "easier" that way. So maybe a compromise? Have it as a setting? If you want quest markers, turn it on. Can even serve as an fail safe measure for the hardcore explorers who might feel they have searched everything but want to see and make sure etc.
Not sure how difficult it would be to code, but a possibility for the quest markers could be an option in the settings to turn them on or off if the vote is split between the two options (though it's looking like adding quest markers is currently winning by an overwhelming margin haha).
